function Level() {
	// create ground
	var fixDef = new box2d.b2FixtureDef();
	fixDef.density = 1;
	fixDef.friction = 0.4;
	fixDef.shape = new box2d.b2PolygonShape();
	fixDef.shape.SetAsBox(400 / SCALE, 10 / SCALE);
	
	var groundDef = new box2d.b2BodyDef();
	groundDef.type = box2d.b2Body.b2_staticBody;
	groundDef.position.x = 400 / SCALE;
	groundDef.position.y = 600 / SCALE;
	world.CreateBody(groundDef).CreateFixture(fixDef);
	
	// first floor
	firstFloorDef = new box2d.b2BodyDef();
	firstFloorDef.type = box2d.b2Body.b2_staticBody;
	firstFloorDef.position.x = 700 / SCALE;
	firstFloorDef.position.y = 200 / SCALE;
	fixDef.shape.SetAsBox(200 / SCALE, 5 / SCALE);
	world.CreateBody(firstFloorDef).CreateFixture(fixDef);
	
	// second floor
	secondFloorDef = new box2d.b2BodyDef();
	secondFloorDef.type = box2d.b2Body.b2_staticBody;
	secondFloorDef.position.x = 300 / SCALE;
	secondFloorDef.position.y = 400 / SCALE;
	fixDef.shape.SetAsBox(300 / SCALE, 5 / SCALE);
	world.CreateBody(secondFloorDef).CreateFixture(fixDef);
	
	// wall
	wallDef = new box2d.b2BodyDef();
	wallDef.type = box2d.b2Body.b2_staticBody;
	wallDef.position.x = 1 / SCALE;
	wallDef.position.y = 200 / SCALE;
	fixDef.shape.SetAsBox(5 / SCALE, 200 / SCALE);
	world.CreateBody(wallDef).CreateFixture(fixDef);
	
	// box
	wallDef = new box2d.b2BodyDef();
	wallDef.type = box2d.b2Body.b2_staticBody;
	wallDef.position.x = 750 / SCALE;
	wallDef.position.y = 540 / SCALE;
	fixDef.shape.SetAsBox(50 / SCALE, 50 / SCALE);
	world.CreateBody(wallDef).CreateFixture(fixDef);
}
